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you haven't been able to make trainer events with just comments in a long time, (the last time i updated my game was 6 months ago, and i can't make trainer events with just comments) i don't think you really ever could, you need the condition branch as well.

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.

Just upload a 512x128 picture consisting of the four parts you would like to be animated into your Picture folder. Name it trbackXXX, where XXX = the number of said partner. Make sure to include zeros if it's a one/two-digit number :^)

anyways, i've been dinking around with some custom pokeballs and whatnot and im trying to figure out how it works and what can be used. i've been goin off of what's already in the script to make what i have so far. for those of you that can't find this, it's under PokeBattle_Battle script. here's the part to look at for customization.

Spoiler:

case ball
when PBItems::GREATBALL
rareness=(rareness*3/2).floor
when PBItems:AFARIBALL
rareness=(rareness*3/2).floor
when PBItems::ULTRABALL
rareness*=2
when PBItems::NETBALL
rareness*=3 if battler.pbHasType?(PBTypes::BUG) || battler.pbHasType?(PBTypes::WATER)
when PBItems::DIVEBALL
rareness=(rareness*7/2).floor if @environment==PBEnvironment::Underwater
when PBItems::TIMERBALL
if @turncount>30
rareness*=4
else
rareness=rareness*(@turncount+10)/10
end
when PBItems::REPEATBALL
rareness*=3 if self.pbPlayer.owned[battler.species]
when PBItems::NESTBALL
if battler.level<30
rareness*=(40-battler.level)/10
end
end
x=(((a*3-b*2)*rareness)/(a*3)).floor
if battler.status==PBStatuses:LEEP||
battler.status==PBStatuses::FROZEN
x*=2
elsif battler.status!=0
x=(x*3/2).floor
end
shakes=0
if x>255 || ball==PBItems::MASTERBALL
shakes=4
else
y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) )
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
end
@scene.pbThrow(ball,shakes,battler.index)
case shakes
when 0
pbDisplay(_INTL("Oh no! The Pokemon broke free!"))
when 1
pbDisplay(_INTL("Aww... it appeared to be caught!"))
when 2
pbDisplay(_INTL("Aargh! Almost had it!"))
when 3
pbDisplay(_INTL("Shoot! It was so close, too!"))
when 4
pbDisplay(_INTL("Gotcha! {1} was caught!",pokemon.name))
@scene.pbThrowSuccess
@decision=4
if isConst?(ball,PBItems,:LUXURYBALL)
pokemon.happiness=200
end

now, just looking at it i was a tad bit confused about how rareness works. ultra ball is rareness*=2 which i gather means x2, which is what it should be. but the dive ball's is rareness=(rareness*7/2).floor. what exactly does that mean? i image it would mean 3.5, but it's an uneven percentage or is that what it should be? an uneven percentage?

another thing is the battler variable. i see that the net ball has battler.pbHasType?. what if i wanted to dictate a certain species? i tried battler.species and i got this error.

unless i was supposed to do battler.PBSpecies?. also, what if i wanted to call the battler's height or weight? would that be battler.weight & battler.height? also, what if instead of the of pokemon the trainer is battling, i wanted to get a variable or something from the trainer's pokemon? how would that be called?

and the last part of my huge post is the post-capture stuff. as you can see, the luxury ball automatically gives the pokemon 200 happiness. simple to change or add another ball with the same stat. but what if i wanted to change it's attack, speed, IVs, EVs and so on. im not too sure about the IVs and EVs but i do believe the stats would go as such:
pokemon.hp
pokemon.attack
pokemon.defense
pokemon.speed
pokemon.spattack
pokemon.spdefense

correct me if im wrong because i'd really like to know, besides all the other people asking about custom pokeballs. anyways, i know that's alot to read and answer, but i would love to hear some answers. this just might quell some n00bish questions also.

thanks in advance.

__________________

Check out my Super Gothic Bros hack here.
My ripped pokemon music in MP3 format can be found here.
My custom battle animations and whatnot can be found here.
Credit is expected, if used.

To define a Pokémon's IVs or EVs, you would use the following type of statement.

pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

Code:

pokemon[2].iv[2]=31

.

______________________________________

Now, for my own question: what are the function codes and their meanings for move effects in moves.txt?

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